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I'm going to see how the patch is received over the next couple of weeks then talk about what I want to do next.
A possible replacement might be to remove the hard fail situation but add in some sort of mission end readout detailing the civilians killed.
antb15 - Whew! Thanks for letting me know.
Georg - Cool, okay - that part at least is working as intended though I think the language in the tasks is misleading. I've just pushed an update with a bunch of improvements to the hold task, including how the friendlies act, the interaction with the rendezvous task and the language. I've also made it slightly more difficult to complete the task and made the enemies and their reinforcements react more specifically to it.
Really like the idea of adding a cancel option - the easiest way for me would be to make it so that you can extract at any time as well as hold.
Georg - Ahh okay! That makes sense. At the moment the AO for hold and secure is decided at the start of the mission but it sounds like I need to make it a bit more dynamic (so it's more like, you might say, a dynamic recon op :O) and take into account either where the majority of the tasks, enemies or the player are located at the end of the mission. The wording on that communication needs to be changed as well so that it's not telling you necessarily to hold exactly where you are - I think that's a mistake from a previous iteration I had.
Had a similar thing happen just now, was tasked with stealing a vehicle near the big airbase. Stole it after repairing, and was told to "hold my position, reinforcements are coming". The task was located at the enemy concentration marker right next to where the vehicle started. I then saw one reinforcement squad peel out in an APC, and then the task completed and my mission ended.
I would have liked to fight over the airbase, would have been an insane combined arms adventure. But I just got shafted by the mission ending.
.rpt: https://www.dropbox.com/s/wfzhnrwdqlkwaw6/2018-08-21%20DRO%20-%20Hold%20task%20and%20reinforcements%202.rpt?dl=0
The original marker pointed near a camp, and there were a few others nearby that I checked. The final marker was in the next valley over though.
If you have a both a friendly operating unit that would normally be an end of mission rendezvous target as well as additional forces intending to take part of the AO at the mission's end you can now get both the rendezvous task and the hold one simultaneously. The thinking being that if the other forces are all committed it would be strange to have you rendezvous then extract.
Maybe the problem here hinges on the barricade task just being too low-stakes to be a compelling objective. Perhaps that needs to be removed? The question would be whether it would still have felt weird if you had completed the other fortification variant?
I started pulling back towards Zaros, and another friendly squad (this time with armor) moved from Therisa to Zaros. Another motorized friendly squad was apparently supposed to follow, but never moved.
The enemy seemed to send an entire platoon of air assault infantry and an attack helicopter to assault the barricade. I avoided them, but ran into an enemy MG team on the western edge of Zaros. After they had been killed, the "Hold" task completed and the mission ended. Seemed like the "Rendezvous" task canceled.
.rpt: https://www.dropbox.com/s/hflblorykx02mqa/2018-08-19%20DRO%20-%20Hold%20task%20and%20reinforcements.rpt?dl=0
My squad was in vehicles with mounted weapons. As we drove through a market some of the civilians drew weapons, and were taken down by.
I got a barrage of messages about civilian casualties from the AI, and the last one stated that the mission was cancelled and I should exit the AO. All of my objectives failed, except for one to contact an informant, and one that had appeared after the missions start to eliminate an HVT.
I decided to head towards the HVT, but along the way came across a civilian who drew a weapon and was killed by one of the gunners. This forced a black screen and mission failure.
I don't know if this was a bug occurred, were even armed civilians were triggering the game over state, but maybe AI shouldn't count as far as punishments go? If that's something that's possible.
https://i.imgur.com/x7w5DmR.png
I think it would make sense to keep this test version up for a few more days instead of rushing the patch out for this weekend. Hopefully we're very close to having this sorted now, thanks again for all your help with testing!
.rpt: https://www.dropbox.com/s/6r6ljx4mdqmw4ck/2018-08-18%20DRO%20-%20Hostage%20and%20HVT%20Obj%203%20freeze.rpt?dl=0
Restarted the game. Same results.
I restarted again. This time, I removed the preferences for the types of tasks, but still specifying three. The gamea launched as it should.
UPDATE: Dynamic final task included rendezvous with Alpha team. Met with them and Extract task and support was issued. Helo arrived. We all boarded. Another Extract task and support was issued. Alpha team and my team successfully extracted.
Here's a folder with the evidence I could find. In the second picture, note that my RPG gunner's name is Abram Sharapov in the squad bar, but is Yuri Alekseev in ACE nametags.
https://www.dropbox.com/sh/dvvep1nq9z2vunz/AACyglvElNLsr3EhbXewwRp4a?dl=0
I've been teasing it, but in the next major DRO update after I release this one properly I want to expand the vehicle lists, but I'll give more info on that soon.